Originally Posted by MatrixMan.EXE
I hate to be that guy, but I suspect one of the only reasons it gets a pass from a lot of people (not all of them) is because of the platform it's on if this past week is anything to go by. I love the hunting arts and styles in generations, but it's fine to call out the fact that it made the game quite broken and easy.
X/XX's changes pretty much shattered the combat system and the loop pivoted more to "perfect" play and speed a lot more than previous entries.
But the nice thing was that it was a major addition that added heavily to player interaction/action dynamics (rather than, say, revamping the tracking system ¯\_(ツ)_/¯ or a grappling hook). In X/XX it was not really realized well as the mechanic was pivotal to combat but almost none of the enemies ever actually 'evolved' in light of it, and the player and the monster could often times be playing under different rule sets. Such mechanics could persist in a following title and then be built on more rigidly in the combat such that counter-mechanics are introduced, i-frame data is streamlined, and the overall interaction improved.
Its effectively a half-realized/half-assed system, but the half that is realized is on the player's side and greatly simplifies "old" combat encounters. It could definitely be hammered out in subsequent work to actually make the overall package all the more brutal or offer encounters are that utterly brutal in light of Arts/Style availability. (On top of all sorts of aforementioned balancing that could be given to slim down effectiveness.)